An electronic gaming system is provided. The electronic gaming system may include at least one memory storing geofence data defining at least one geofence and at least one processor that may be programmed to generate one or more electronic gameplay tickets associated with an electronic game, each of the one or more electronic gameplay tickets associated with a randomly determined outcome, in response to determining that a first device is located within the at least one geofence, enable the first device to request at least a first ticket of the one or more electronic gameplay tickets, and in response to the request, transmit at least one of the one or more electronic gameplay tickets to the first device, wherein the first ticket, when received by the first device, enables the first device to reveal the randomly determined outcome associated with the first ticket.
Legal claims defining the scope of protection, as filed with the USPTO.
generate one or more electronic gameplay tickets associated with an electronic game, each of the one or more electronic gameplay tickets associated with a randomly determined outcome; receive a request from a first device for at least a first ticket of the one or more electronic gameplay tickets; in response to determining that the first device is located within the at least one geofence, transmit the requested first ticket to the first device, wherein the first ticket, when received by the first device, causes the first device to present an interface configured to reveal the randomly determined outcome associated with the first ticket; and in response to the randomly determined outcome associated with the first ticket being revealed by the first device, transfer an award amount associated with the randomly determined outcome to a credit balance associated with the first device. . An electronic gaming system comprising at least one memory and at least one processor in communication with the at least one memory, the at least one memory storing geofence data defining at least one geofence, the at least one processor programmed to:
claim 1 . The electronic gaming system of, wherein the first device is a mobile device.
claim 1 . The electronic gaming system of, wherein the first ticket causes the first device to reveal the randomly determined outcome when the first device is located within the at least one geofence or outside the at least one geofence.
claim 1 . The electronic gaming system of, wherein the first ticket causes the first device to reveal the randomly determined outcome only when the first device is located within the at least one geofence.
claim 1 . The electronic gaming system of, wherein the at least one processor is further programmed to transfer the award amount to the credit balance associated with the first device when the first device is located within the at least one geofence or outside the at least one geofence.
claim 1 . The electronic gaming system of, wherein the at least one processor is further programmed to transfer the award amount to the credit balance associated with the first device when the first device is outcome only when the first device is located within the at least one geofence.
claim 1 . The electronic gaming system of, wherein the first ticket is configured to be transferred from the first device to a second device, wherein the first ticket, when transferred to the second device, causes the second device to reveal the randomly determined outcome associated with the first ticket.
claim 7 . The electronic gaming system of, wherein the first ticket is configured to be transferable from the first device to the second device when either of the first device and the second device are located within the at least one geofence or outside the at least one geofence.
claim 7 . The electronic gaming system of, wherein the first ticket is configured to be transferable from the first device to the second device only when both the first device and the second device are located within the at least one geofence.
claim 1 . The electronic gaming system of, wherein the at least one processor is further programmed to determine the randomly determined outcome for each of the one or more electronic gameplay tickets by assigning an electronic bingo card to each of the one or more electronic gameplay tickets and comparing the electronic bingo card assigned to each of the one or more electronic gameplay tickets to a randomly generated ball call.
claim 10 . The electronic gaming system of, wherein the at least one processor is further configured to: generate the randomly generated ball call; identify, based on one or more results of the randomly generated ball call, a respective pattern for each of the one or more electronic gameplay tickets; and determine the randomly determined outcome for each of the one or more electronic gameplay tickets based on the respective pattern for each of the one or more electronic gameplay tickets.
claim 1 . The electronic gaming system of, wherein the at least one processor is further in communication with a point of sale device, the at least one processor further configured to transmit a code associated with the first ticket to the point of sale device, wherein the first device is configured to transmit the request to the at least one processor in response to scanning the code provided at the point of sale device.
claim 12 . The electronic gaming system of, wherein the request includes the code associated with the first ticket.
claim 12 cause the point of sale device to print a physical ticket including the code associated with the first ticket; and in response to the first device scanning the physical ticket including the code, transfer the first ticket to the first device. . The electronic gaming system of, wherein the at least one processor is further configured to:
claim 12 . The electronic gaming system of, wherein the point of sale device is associated with a casino, and wherein the at least one geofence associated with the first ticket is determined based on the casino associated with the point of sale device.
claim 1 . The electronic gaming system of, wherein the first device is configured to present the randomly determined outcome as an outcome of an electronic game presented by the first device.
claim 16 . The electronic gaming system of, wherein the randomly determined outcome is revealed in response to user input interacting with the electronic game presented by the first device.
claim 1 . The electronic gaming system of, wherein the at least one processor is further programmed to determine that the first device is located within the at least one geofence based on geolocation data received from the first device.
generating one or more electronic gameplay tickets associated with an electronic game, each of the one or more electronic gameplay tickets associated with a randomly determined outcome; receiving a request from a first device for at least a first ticket of the one or more electronic gameplay tickets; in response to determining that the first device is located within the at least one geofence, transmitting the requested first ticket to the first device, wherein the first ticket, when received by the first device, causes the first device to present an interface configured to reveal the randomly determined outcome associated with the first ticket; and in response to the randomly determined outcome associated with the first ticket being revealed by the first device, transferring an award amount associated with the randomly determined outcome to a credit balance associated with the first device. . A method for electronic gaming, the method performed by a system including at least one memory and at least one processor in communication with the at least one memory, the at least one memory storing geofence data defining at least one geofence, the method comprising:
generate one or more electronic gameplay tickets associated with an electronic game, each of the one or more electronic gameplay tickets associated with a randomly determined outcome; receive a request from a first device for at least a first ticket of the one or more electronic gameplay tickets; in response to determining that the first device is located within the at least one geofence, transmit the requested first ticket to the first device, wherein the first ticket, when received by the first device, causes the first device to present an interface configured to reveal the randomly determined outcome associated with the first ticket; and in response to the randomly determined outcome associated with the first ticket being revealed by the first device, transfer an award amount associated with the randomly determined outcome to a credit balance associated with the first device. . At least one non-transitory computer-readable storage media having computer-executable instructions embodied thereon, wherein when executed by at least one processor in communication with at least one memory, the at least one memory storing geofence data defining at least one geofence, the computer-executable instructions cause the at least one processor to:
Complete technical specification and implementation details from the patent document.
This application is a continuation of U.S. Patent Application No. 19/462,562, filed Jan. 28, 2026, and entitled “GEOFENCING SYSTEMS AND METHODS FOR ELECTRONIC TICKET BASED GAMING,” which claims the benefit of priority to U.S. Provisional Patent Application No. 63/758,559, filed Feb. 14, 2025, and entitled “ELECTRONIC GAMING SYSTEMS AND METHODS USING ALTERNATIVE RANDOMNESS GENERATORS,” and U.S. Provisional Patent Application No. 63/758,775, filed Feb. 14, 2025, and entitled “ELECTRONIC GAMING ENVIRONMENTS AND METHODS FOR ELECTRONIC GAMING IN ENVIRONMENTS,” the entire contents and disclosures of each of which are hereby incorporated herein by reference in their entirety.
The field of disclosure relates generally to electronic gaming, and more specifically, to geofencing systems and methods for electronic ticket based gaming.
Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In some cases, a player may qualify for a special mode of the base game, a secondary game, or a bonus round of the base game by attaining a certain winning combination or triggering event in, or related to, the base game, or after the player is randomly awarded the special mode, secondary game, or bonus round. In the special mode, secondary game, or bonus round, the player is given an opportunity to win extra game credits, game tokens or other forms of payout. In the case of “game credits” that are awarded during play, the game credits are typically added to a credit meter total on the EGM and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”
“Slot” type games are often displayed to the player in the form of various symbols arrayed in a row-by-column grid or matrix. Specific matching combinations of symbols along predetermined paths (or paylines) through the matrix indicate the outcome of the game. The display typically highlights winning combinations/outcomes for identification by the player. Matching combinations and their corresponding awards are usually shown in a “pay-table” which is available to the player for reference. Often, the player may vary his/her wager to include differing numbers of paylines and/or the amount bet on each line. By varying the wager, the player may sometimes alter the frequency or number of winning combinations, frequency or number of secondary games, and/or the amount awarded.
Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player over the course of many plays or instances of the game, which is generally referred to as return to player (RTP). The RTP and randomness of the RNG ensure the fairness of the games and are highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.
In one aspect, an electronic gaming system is provided. The electronic gaming system may include at least one memory and at least one processor in communication with the at least one memory. The at least one memory may store geofence data defining at least one geofence. The at least one processor may be programmed to: (1) generate one or more electronic gameplay tickets associated with an electronic game, each of the one or more electronic gameplay tickets associated with a randomly determined outcome; (2) in response to determining that a first device is located within the at least one geofence, enable the first device to request at least a first ticket of the one or more electronic gameplay tickets; (3) in response to the request, transmit at least one of the one or more electronic gameplay tickets to the first device, wherein the first ticket, when received by the first device, enables the first device to reveal the randomly determined outcome associated with the first ticket; (4) in response to detecting that the randomly determined outcome associated with the first ticket has been revealed by the first device, identify an award amount associated with the randomly determined outcome; and (5) transfer the award amount to a credit balance associated with the first device.
In another aspect, a method for electronic gaming is provided. The method may be performed by a system including at least one memory and at least one processor in communication with the at least one memory. The at least one memory may store geofence data defining at least one geofence. The method may include: (1) generating one or more electronic gameplay tickets associated with an electronic game, each of the one or more electronic gameplay tickets associated with a randomly determined outcome; (2) in response to determining that a first device is located within the at least one geofence, enabling the first device to request at least a first ticket of the one or more electronic gameplay tickets; (3) in response to the request, transmitting at least one of the one or more electronic gameplay tickets to the first device, wherein the first ticket, when received by the first device, enables the first device to reveal the randomly determined outcome associated with the first ticket; (4) in response to detecting that the randomly determined outcome associated with the first ticket has been revealed by the first device, identifying an award amount associated with the randomly determined outcome; and (5) transferring the award amount to a credit balance associated with the first device.
In a further aspect, at least one non-transitory computer-readable storage media having computer-executable instructions embodied thereon is provided. When executed by at least one processor in communication with at least one memory, the at least one memory storing geofence data defining at least one geofence, the computer-executable instructions may cause the at least one processor to: (1) generate one or more electronic gameplay tickets associated with an electronic game, each of the one or more electronic gameplay tickets associated with a randomly determined outcome; (2) in response to determining that a first device is located within the at least one geofence, enable the first device to request at least a first ticket of the one or more electronic gameplay tickets; (3) in response to the request, transmit at least one of the one or more electronic gameplay tickets to the first device, wherein the first ticket, when received by the first device, enables the first device to reveal the randomly determined outcome associated with the first ticket; (4) in response to detecting that the randomly determined outcome associated with the first ticket has been revealed by the first device, identify an award amount associated with the randomly determined outcome; and (5) transfer the award amount to a credit balance associated with the first device.
In another aspect, an electronic gaming environment for electronic gaming that includes: at least one geofence defining an area; at least one point of sale device located within the at least one geofence, the at least one point of sale device outputting a single gameplay ticket associated with at least one electronic game; and a server in communication with the at least one point of sale device, the server controlling the electronic game by allowing at least one user located within the at least one geofence to at least one of: purchase the single gameplay ticket; reveal an outcome for the at least one electronic game associated with the single gameplay ticket; collect awarded prize values from the at least one point of sale device in response to determining the outcome of the at least one electronic game is a winning game; transfer the awarded prize values to an account; or transfer the at least one electronic game associated with the single gameplay ticket to a distinct user.
Based on laws, regulations, and gaming commission rules, members of the public who are of eligible age are free to visit established gaming facilities (e.g., casinos), to play games. The games offer players the opportunity to win prizes and/or awards (e.g., money) while located within the established gaming facilities. In exemplary embodiments, these laws, regulations, and gaming rules are not limited to facilities themselves, but are regulations for entire, predefined land areas. For example, tribal lands apportioned to and/or controlled by Indigenous people of the United States are governed by additional and/or distinct rules, which includes the ability to administer a variety of wagering games. As such, players located within the predefined land areas designated as tribal lands would be able to legally purchase, play, transfer, and/or collect wagering games anywhere within the tribal land.
The present disclosure discussed herein transforms today’s Class II type gaming (e.g., bingo systems), which is capable of being played within tribal lands for example, to support electronic and/or mobile gaming. That is, the present disclosure provides systems and methods of purchasing, playing, transferring, and/or collecting awarded winnings of electronic games and/or games capable of being played on electronic devices (e.g., mobile devices, tablets, computers, etc.). The electronic and/or mobile games can be at least purchased, played, transferred to other players, and/or have winnings collected while the player of the electronic games is located within the predefined land areas (e.g., tribal lands). The present disclosure also provides different locations and/or opportunities for players to purchase and/or play these electronic and/or mobile games. For instance, players can purchase gameplay tickets from various participating places of business (e.g., casinos, stores, etc.) located within tribal lands, kiosks or automated vendors within the tribal land, and/or using an “App” installed on a player’s electronic device while the player is located on tribal lands.
The present disclosure provides, for example, electronic and/or mobile games that include eInstant scratch-off games and/or eFuture bingo based games that are played on electronic devices. For an eInstant scratch-off game, the Class II type system would need a new verification and redemption process for winnings that does not exist in the today’s class II slot games. For example, the system would need to: (1) allow for a variety of redemption mechanisms (e.g., email), (2) allow operators or administrators of the electronic games (e.g., eInstant scratch-off games) to manage certain winning redemption restrictions (e.g., where a player can redeem the ticket), (3) perform age checks and player verification, (4) manage tribal reimbursement, and/or (5) winning thresholds. Other use cases include: (1) how the system handles the transfer of “unscratched” or “scratched off” game tickets to an eligible player and (2) where such transfers can occur (e.g., only on tribal lands, off tribal lands, between participating tribal lands).
For eFuture Bingo Based Games (eFBBG), operators or administrators of the eFBBG exposes the game result later at a predefined set date and/or time. For award prizes associated with results, the system would be configured to provide single-site and/or multi-site jackpots. The jackpots can expand across different operators (e.g., multiple tribes or tribal lands), different U.S. states, and/or different countries. The systems and methods provided can also be configured as an omnichannel wide area progressive (WAP) that is across game types (e.g., class II, class III, iGaming). In one implementation, the system could use separate class II servers for specific eInstant scratch-off games and eFBBG.
The systems and methods described herein include an electronic gaming environment for electronic gaming. The electronic gaming environment comprises at least one geofence area that defines a location area; at least one point of sale device located within the at least one geofence area wherein the at least one point of sale device outputs a single gameplay ticket is associated with at least one electronic game; and a server in communication with the at least one point of sale device, wherein the server controls the electronic game by allowing at least one user located within the at least one geofence area to at least one of: (i) purchase the single gameplay ticket (ii) reveal an outcome for the at least one electronic game associated with the single gameplay ticket; (iii) collect awarded prize values from the at least one point of sale in response to determining the outcome of the at least one electronic game is a winning game; (iv) transfer the awarded prize values to an account such as a bank account; or (v) transfer the at least one electronic game associated with the single gameplay ticket to a distinct user.
The electronic gaming environment as described above may further include the at least one point of sale device being located at or associated with at least one a casino, a store, a kiosk, or a user’s personal electronic device including an application executing thereon.
The electronic gaming environment as described above may further include the at least one point of sale device being located at or associated with a first casino and a second casino, wherein each of the first casino and the second casino is in communication with the server.
The electronic gaming environment as described above may further include the at least one geofence area being a first geofence area and a distinct, second geofence area, wherein the first casino is located within the first geofence area.
The electronic gaming environment as described above may further include the second casino is located in one of the first geofence area or the second geofence area.
The electronic gaming environment as described above may further include the server controlling the electronic gaming by allowing at least one user located outside of the at least one geofence area to at least one of: purchase the single gameplay ticket; reveal the outcome for the at least one electronic game associated with the single gameplay ticket; collect awarded prize values from the at least one point of sale device in response to determining the outcome of the at least one electronic game is a winning game; transfer the awarded prize values to a bank account; or transfer the at least one electronic game associated with the single gameplay ticket to a distinct user.
1 FIG. 100 102 104 104 104 104 104 104 illustrates several different models of EGMs which may be networked to various gaming related servers. Shown is a systemin a gaming environment including one or more server computers(e.g., slot servers of a casino) that are in communication, via a communications network, with one or more gaming devicesA-X (EGMs, slots, video poker, bingo machines, etc.) that can implement one or more aspects of the present disclosure. The gaming devicesA-X may alternatively be portable and/or remote gaming devices such as, but not limited to, a smart phone, a tablet, a laptop, or a game console. Gaming devicesA-X utilize specialized software and/or hardware to form non-generic, particular machines or apparatuses that comply with regulatory requirements regarding devices used for wagering or games of chance that provide monetary awards.
104 104 102 104 104 104 104 102 104 104 102 Communication between the gaming devicesA-X and the server computers, and among the gaming devicesA-X, may be direct or indirect using one or more communication protocols. As an example, gaming devicesA-X and the server computerscan communicate over one or more communication networks, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devicesA-X to communicate with one another and/or the server computersusing a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like.
102 104 104 104 104 102 In some implementation, server computersmay not be necessary and/or preferred. For example, in one or more implementations, a stand-alone gaming device such as gaming deviceA, gaming deviceB or any of the other gaming devicesC-X can implement one or more aspects of the present disclosure. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computersdescribed herein.
102 106 108 110 112 114 104 104 106 104 104 The server computersmay include a central determination gaming system server, a ticket-in-ticket-out (TITO) system server, a player tracking system server, a progressive system server, and/or a casino management system server. Gaming devicesA-X may include features to enable operation of any or all servers for use by the player and/or operator (e.g., the casino, resort, gaming establishment, tavern, pub, etc.). For example, game outcomes may be generated on a central determination gaming system serverand then transmitted over the network to any of a group of remote terminals or remote gaming devicesA-X that utilize the game outcomes and display the results to the players.
104 104 104 120 122 124 126 Gaming deviceA is often of a cabinet construction which may be aligned in rows or banks of similar devices for placement and operation on a casino floor. The gaming deviceA often includes a main door which provides access to the interior of the cabinet. Gaming deviceA typically includes a button area or button deckaccessible by a player that is configured with input switches or buttons, an access channel for a bill validator, and/or an access channel for a ticket-out printer.
1 FIG. 104 104 118 130 130 118 TM ® In, gaming deviceA is shown as a Relm XLmodel gaming device manufactured by AristocratTechnologies, Inc. As shown, gaming deviceA is a reel machine having a gaming display areacomprising a number (typically 3 or 5) of mechanical reelswith various symbols displayed on them. The mechanical reelsare independently spun and stopped to show a set of symbols within the gaming display areawhich may be used to determine an outcome to the game.
104 128 118 128 In many configurations, the gaming deviceA may have a main display(e.g., video display monitor) mounted to, or above, the gaming display area. The main displaycan be a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.
124 104 104 126 126 104 104 104 In some implementations, the bill validatormay also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming deviceA (e.g., in a cashless ticket (“TITO”) system). In such cashless implementations, the gaming deviceA may also include a “ticket-out” printerfor outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printeron the gaming deviceA. The gaming deviceA can have hardware meters for purposes including ensuring regulatory compliance and monitoring the player credit balance. In addition, there can be additional meters that record the total amount of money wagered on the gaming device, total amount of money deposited, total amount of money withdrawn, total amount of winnings on gaming deviceA.
144 146 148 104 104 110 In some implementations, a player tracking card reader, a transceiver for wireless communication with a mobile device (e.g., a player’s smartphone), a keypad, and/or an illuminated displayfor reading, receiving, entering, and/or displaying player tracking information is provided in gaming deviceA. In such implementations, a game controller within the gaming deviceA can communicate with the player tracking system serverto send and receive player tracking information.
104 134 134 136 134 Gaming deviceA may also include a bonus topper wheel. When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheelis operative to spin and stop with indicator arrowindicating the outcome of the bonus game. Bonus topper wheelis typically used to play a bonus game, but it could also be incorporated into play of the base or primary game.
138 104 122 104 138 A candlemay be mounted on the top of gaming deviceA and may be activated by a player (e.g., using a switch or one of buttons) to indicate to operations staff that gaming deviceA has experienced a malfunction or the player requires service. The candleis also often used to indicate a jackpot has been won and to alert staff that a hand payout of an award may be needed.
152 152 There may also be one or more information panelswhich may be a back-lit, silkscreened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g., $0.25 or $1), pay lines, pay tables, and/or various game related graphics. In some implementations, the information panel(s)may be implemented as an additional video display.
104 132 116 Gaming devicesA have traditionally also included a handletypically mounted to the side of main cabinetwhich may be used to initiate gameplay.
116 104 2 FIG.A Many or all the above described components can be controlled by circuitry (e.g., a game controller) housed inside the main cabinetof the gaming deviceA, the details of which are shown in.
104 104 104 104 128 140 140 104 1 FIG. TM ® An alternative example gaming deviceB illustrated inis the Arcmodel gaming device manufactured by AristocratTechnologies, Inc. Note that where possible, reference numerals identifying similar features of the gaming deviceA implementation are also identified in the gaming deviceB implementation using the same reference numbers. Gaming deviceB does not include physical reels and instead shows gameplay functions on main display. An optional topper screenmay be used as a secondary game display for bonus play, to show game features or attraction activities while a game is not in play, or any other information or media desired by the game designer or operator. In some implementations, the optional topper screenmay also or alternatively be used to display progressive jackpot prizes available to a player during play of gaming deviceB.
104 116 104 126 124 Example gaming deviceB includes a main cabinetincluding a main door which opens to provide access to the interior of the gaming deviceB. The main or service door is typically used by service personnel to refill the ticket-out printerand collect bills and tickets inserted into the bill validator. The main or service door may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.
104 104 128 128 128 128 128 104 142 TM ® Another example gaming deviceC shown is the Helixmodel gaming device manufactured by AristocratTechnologies, Inc. Gaming deviceC includes a main displayA that is in a landscape orientation. Although not illustrated by the front view provided, the main displayA may have a curvature radius from top to bottom, or alternatively from side to side. In some implementations, main displayA is a flat panel display. Main displayA is typically used for primary gameplay while secondary displayB is typically used for bonus gameplay, to show game features or attraction activities while the game is not in play, or any other information or media desired by the game designer or operator. In some implementations, example gaming deviceC may also include speakersto output various audio such as game sound, background music, etc.
104 104 Many different types of games, including mechanical slot games, video slot games, video poker, video blackjack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devicesA-C and other similar gaming devices. Each gaming device may also be operable to provide many different games. Games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game vs. game with aspects of skill), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, and may be deployed for operation in Class 2 or Class 3, etc.
2 FIG.A 1 FIG. 2 FIG.A 2 FIG. 200 200 104 200 216 218 218 216 200 220 222 224 232 232 226 228 230 222 108 200 234 236 238 218 240 242 202 is a block diagram depicting exemplary internal electronic components of a gaming deviceconnected to various external systems. All or parts of the gaming deviceshown could be used to implement any one of the example gaming devicesA-X depicted in. As shown in, gaming deviceincludes a topper displayor another form of a top box (e.g., a topper wheel, a topper screen, etc.) that sits above cabinet. Cabinetor topper displaymay also house a number of other components which may be used to add features to a game being played on gaming device, including speakers, a ticket printerwhich prints bar-coded tickets or other media or mechanisms for storing or indicating a player’s credit value, a ticket readerwhich reads bar-coded tickets or other media or mechanisms for storing or indicating a player’s credit value, and a player tracking interface. Player tracking interfacemay include a keypadfor entering information, a player tracking displayfor displaying information (e.g., an illuminated or video display), a card readerfor receiving data and/or communicating information to and from media or a device such as a smart phone enabling player tracking.also depicts utilizing a ticket printerto print tickets for a TITO system server. Gaming devicemay further include a bill validator, player-input buttonsfor player input, cabinet security sensorsto detect unauthorized opening of the cabinet, a primary game display, and a secondary game display, each coupled to and operable under the control of game controller.
200 202 204 204 204 204 204 202 204 202 204 2 FIG.A The games available for play on the gaming deviceare controlled by a game controllerthat includes one or more processors. Processorrepresents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processorcan be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processorcan be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processoris a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. Althoughillustrates that game controllerincludes a single processor, game controlleris not limited to this representation and instead can include multiple processors(e.g., two or more processors).
2 FIG.A 2 FIG.A 204 208 208 202 208 202 208 illustrates that processoris operatively coupled to memory. Memoryis defined herein as including volatile and nonvolatile memory and other types of non-transitory data storage components. Volatile memory is memory that do not retain data values upon loss of power. Nonvolatile memory is memory that do retain data upon a loss of power. Examples of memory 208 include random access memory (RAM), read-only memory (ROM), hard disk drives, solid-state drives, universal serial bus (USB) flash drives, memory cards accessed via a memory card reader, floppy disks accessed via an associated floppy disk drive, optical discs accessed via an optical disc drive, magnetic tapes accessed via an appropriate tape drive, and/or other memory components, or a combination of any two or more of these memory components. In addition, examples of RAM include static random access memory (SRAM), dynamic random access memory (DRAM), magnetic random access memory (MRAM), and other such devices. Examples of ROM include a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), or other like memory device. Even thoughillustrates that game controllerincludes a single memory, game controllercould include multiple memoriesfor storing program instructions and/or data.
208 206 206 208 206 204 208 204 208 204 208 204 Memorycan store one or more game programsthat provide program instructions and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game programrepresents an executable program stored in any portion or component of memory. In one or more implementations, game programis embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processorin a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memoryand run by processor; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memoryand executed by processor; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memoryto be executed by processor.
206 200 106 200 200 214 200 200 206 200 200 208 106 208 2 FIG.A 1 FIG. Alternatively, game programscan be set up to generate one or more game instances based on instructions and/or data that gaming deviceexchanges with one or more remote gaming devices, such as a central determination gaming system server(not shown inbut shown in). For purpose of this disclosure, the term “game instance” refers to a play or a round of a game that gaming devicepresents (e.g., via a user interface (UI)) to a player. The game instance is communicated to gaming devicevia the networkand then displayed on gaming device. For example, gaming devicemay execute game programas video streaming software that allows the game to be displayed on gaming device. When a game is stored on gaming device, it may be loaded from memory(e.g., from a read only memory (ROM)) or from the central determination gaming system serverto memory.
200 200 200 200 200 200 Gaming devices, such as gaming device, are highly regulated to ensure fairness and, in many cases, gaming deviceis operable to award monetary awards (e.g., typically dispensed in the form of a redeemable voucher). Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures are implemented in gaming devicesthat differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devicesis not simple or straightforward because of: (1) the regulatory requirements for gaming devices, (2) the harsh environment in which gaming devicesoperate, (3) security requirements, (4) fault tolerance requirements, and (5) the requirement for additional special purpose componentry enabling functionality of an EGM. These differences require substantial engineering effort with respect to game design implementation, game mechanics, hardware components, and software.
200 200 200 200 212 206 212 200 212 212 200 212 202 212 2 FIG.A One regulatory requirement for games running on gaming devicegenerally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devicessatisfy a minimum level of randomness without specifying how a gaming deviceshould achieve this level of randomness. To comply,illustrates that gaming devicecould include an RNGthat utilizes hardware and/or software to generate RNG outcomes that lack any pattern. The RNG operations are often specialized and non-generic in order to comply with regulatory and gaming requirements. For example, in a slot game, game programcan initiate multiple RNG calls to RNGto generate RNG outcomes, where each RNG call and RNG outcome corresponds to an outcome for a reel. In another example, gaming devicecan be a Class II gaming device where RNGgenerates RNG outcomes for creating Bingo cards. In one or more implementations, RNGcould be one of a set of RNGs operating on gaming device. More generally, an output of the RNGcan be the basis on which game outcomes are determined by the game controller. Game developers could vary the degree of true randomness for each RNG (e.g., pseudorandom) and utilize specific RNGs depending on game requirements. The output of the RNGcan include a random number or pseudorandom number (either is generally referred to as a “random number”).
2 FIG.A 212 244 212 244 200 212 200 244 212 244 244 200 200 244 212 212 244 In, RNGand hardware RNGare shown in dashed lines to illustrate that RNG, hardware RNG, or both can be included in gaming device. In one implementation, instead of including RNG, gaming devicecould include a hardware RNGthat generates RNG outcomes. Analogous to RNG, hardware RNGperforms specialized and non-generic operations in order to comply with regulatory and gaming requirements. For example, because of regulation requirements, hardware RNGcould be a random number generator that securely produces random numbers for cryptography use. The gaming devicethen uses the secure random numbers to generate game outcomes for one or more game features. In another implementation, the gaming devicecould include both hardware RNGand RNG. RNGmay utilize the RNG outcomes from hardware RNGas one of many sources of entropy for generating secure random numbers for the game features.
200 200 Another regulatory requirement for running games on gaming deviceincludes ensuring a certain level of RTP. Similar to the randomness requirement discussed above, numerous gaming jurisdictions also mandate that gaming deviceprovides a minimum level of RTP (e.g., RTP of at least 75%). A game can use one or more lookup tables (also called weighted tables) as part of a technical solution that satisfies regulatory requirements for randomness and RTP. In particular, a lookup table can integrate game features (e.g., trigger events for special modes or bonus games; newly introduced game elements such as extra reels, new symbols, or new cards; stop positions for dynamic game elements such as spinning reels, spinning wheels, or shifting reels; or card selections from a deck) with random numbers generated by one or more RNGs, so as to achieve a given level of volatility for a target level of RTP. (In general, volatility refers to the frequency or probability of an event such as a special mode, payout, etc. For example, for a target level of RTP, a higher-volatility game may have a lower payout most of the time with an occasional bonus having a very high payout, while a lower-volatility game has a steadier payout with more frequent bonuses of smaller amounts.) Configuring a lookup table can involve engineering decisions with respect to how RNG outcomes are mapped to game outcomes for a given game feature, while still satisfying regulatory requirements for RTP. Configuring a lookup table can also involve engineering decisions about whether different game features are combined in a given entry of the lookup table or split between different entries (for the respective game features), while still satisfying regulatory requirements for RTP and allowing for varying levels of game volatility.
2 FIG.A 200 210 212 210 200 210 illustrates that gaming deviceincludes an RNG conversion enginethat translates the RNG outcome from RNGto a game outcome presented to a player. To meet a designated RTP, a game developer can set up the RNG conversion engineto utilize one or more lookup tables to translate the RNG outcome to a symbol element, stop position on a reel strip layout, and/or randomly chosen aspect of a game feature. As an example, the lookup tables can regulate a prize payout amount for each RNG outcome and how often the gaming devicepays out the prize payout amounts. The RNG conversion enginecould utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. The mapping between the RNG outcome to the game outcome controls the frequency in hitting certain prize payout amounts.
2 FIG.A 200 214 110 110 110 232 ® ® also depicts that gaming deviceis connected over networkto player tracking system server. Player tracking system servermay be, for example, an OASISsystem manufactured by AristocratTechnologies, Inc. Player tracking system serveris used to track play (e.g., amount wagered, games played, time of play and/or other quantitative or qualitative measures) for individual players so that an operator may reward players in a loyalty program. The player may use the player tracking interfaceto access his/her account information, activate free play, and/or request various information. Player tracking or loyalty programs seek to reward players for their play and help build brand loyalty to the gaming establishment. The rewards typically correspond to the player's level of patronage (e.g., to the player's playing frequency and/or total amount of gameplays at a given casino). Player tracking rewards may be complimentary and/or discounted meals, lodging, entertainment and/or additional play. Player tracking information may be combined with other information that is now readily obtainable by a casino management system.
200 234 230 240 242 When a player wishes to play the gaming device, he/she can insert cash or a ticket voucher through a coin acceptor (not shown) or bill validatorto establish a credit balance on the gaming device. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The player may also optionally insert a loyalty club card into the card reader. During the game, the player views with one or more UIs, the game outcome on one or more of the primary game displayand secondary game display. Other game and prize information may also be displayed.
236 240 200 For each game instance, a player may make selections, which may affect play of the game. For example, the player may vary the total amount wagered by selecting the amount bet per line and the number of lines played. In many games, the player is asked to initiate or select options during course of gameplay (such as spinning a wheel to begin a bonus round or select various items during a feature game). The player may make these selections using the player-input buttons, the primary game displaywhich may be a touch screen, or using some other device which enables a player to input information into the gaming device.
200 220 200 152 1 FIG. During certain game events, the gaming devicemay display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to enjoy the playing experience. Auditory effects include various sounds that are projected by the speakers. Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming deviceor from lights behind the information panel().
222 When the player is done, he/she cashes out the credit balance (typically by pressing a cash out button to receive a ticket from the ticket printer). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play.
104 104 200 104 104 200 104 104 200 104 104 200 104 104 200 1 2 FIGS.andA Additionally, or alternatively, gaming devicesA-X andcan include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown in) that communicate (e.g., Bluetooth® or other near-field communication technology) with one or more mobile devices to perform a variety of wireless operations in a casino environment. Examples of wireless operations in a casino environment include detecting the presence of mobile devices, performing credit, points, comps, or other marketing or hard currency transfers, establishing wagering sessions, and/or providing a personalized casino-based experience using a mobile application. In one implementation, to perform these wireless operations, a wireless transmitter or transceiver initiates a secure wireless connection between a gaming deviceA-X andand a mobile device. After establishing a secure wireless connection between the gaming deviceA-X andand the mobile device, the wireless transmitter or transceiver does not send and/or receive application data to and/or from the mobile device. Rather, the mobile device communicates with gaming devicesA-X andusing another wireless connection (e.g., WiFi® or cellular network). In another implementation, a wireless transceiver establishes a secure connection to directly communicate with the mobile device. The mobile device and gaming deviceA-X andsends and receives data utilizing the wireless transceiver instead of utilizing an external network. For example, the mobile device would perform digital wallet transactions by directly communicating with the wireless transceiver. In one or more implementations, a wireless transmitter could broadcast data received by one or more mobile devices without establishing a pairing connection with the mobile devices.
1 2 FIGS.andA 1 2 FIGS.and 2 FIG.A 2 FIG.A 1 2 FIGS.and 104 104 200 104 104 200 200 240 242 202 Althoughillustrate specific implementations of a gaming device (e.g., gaming devicesA-X and), the disclosure is not limited to those implementations shown in. For example, not all gaming devices suitable for implementing implementations of the present disclosure necessarily include top wheels, top boxes, information panels, cashless ticket systems, and/or player tracking systems. Further, some suitable gaming devices have only a single game display that includes only a mechanical set of reels and/or a video display, while others are designed for bar counters or tabletops and have displays that face upwards. Gaming devicesA-X andmay also include other processors that are not separately shown. Usingas an example, gaming devicecould include display controllers (not shown in) configured to receive video input signals or instructions to display images on game displaysand. Alternatively, such display controllers may be integrated into the game controller. The use and discussion ofare examples to facilitate ease of description and explanation.
2 FIG.B 2 FIG.A 251 252 104 252 104 254 251 256 256 256 251 102 258 depicts a casino gaming environment according to one example. In this example, the casinoincludes banksof EGMs. In this example, each bankof EGMsincludes a corresponding gaming signage system(also shown in). According to this implementation, the casinoalso includes mobile gaming devices, which are also configured to present wagering games in this example. The mobile gaming devicesmay, for example, include tablet devices, cellular phones, smart phones and/or other handheld devices. In this example, the mobile gaming devicesare configured for communication with one or more other devices in the casino, including but not limited to one or more of the server computers, via wireless access points.
256 256 106 104 According to some examples, the mobile gaming devicesmay be configured for stand-alone determination of game outcomes. However, in some alternative implementations the mobile gaming devicesmay be configured to receive game outcomes from another device, such as the central determination gaming system server, one of the EGMs, etc.
256 256 256 256 Some mobile gaming devicesmay be configured to accept monetary credits from a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, via a patron casino account, etc. However, some mobile gaming devicesmay not be configured to accept monetary credits via a credit or debit card. Some mobile gaming devicesmay include a ticket reader and/or a ticket printer whereas some mobile gaming devicesmay not, depending on the particular implementation.
251 260 256 260 256 260 262 262 260 256 262 262 256 256 260 260 262 In some implementations, the casinomay include one or more kiosksthat are configured to facilitate monetary transactions involving the mobile gaming devices, which may include cash out and/or cash in transactions. The kiosksmay be configured for wired and/or wireless communication with the mobile gaming devices. The kiosksmay be configured to accept monetary credits from casino patronsand/or to dispense monetary credits to casino patronsvia cash, a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, etc. According to some examples, the kiosksmay be configured to accept monetary credits from a casino patron and to provide a corresponding amount of monetary credits to a mobile gaming devicefor wagering purposes, e.g., via a wireless link such as a near-field communications link. In some such examples, when a casino patronis ready to cash out, the casino patronmay select a cash out option provided by a mobile gaming device, which may include a real button or a virtual button (e.g., a button provided via a graphical user interface) in some instances. In some such examples, the mobile gaming devicemay send a “cash out” signal to a kioskvia a wireless link in response to receiving a “cash out” indication from a casino patron. The kioskmay provide monetary credits to the casino patroncorresponding to the “cash out” signal, which may be in the form of cash, a credit ticket, a credit transmitted to a financial account corresponding to the casino patron, etc.
108 108 256 260 In some implementations, a cash-in process and/or a cash-out process may be facilitated by the TITO system server. For example, the TITO system servermay control, or at least authorize, ticket-in and ticket-out transactions that involve a mobile gaming deviceand/or a kiosk.
256 256 110 256 Some mobile gaming devicesmay be configured for receiving and/or transmitting player loyalty information. For example, some mobile gaming devicesmay be configured for wireless communication with the player tracking system server. Some mobile gaming devicesmay be configured for receiving and/or transmitting player loyalty information via wireless communication with a patron’s player loyalty card, a patron’s smartphone, etc.
256 256 256 256 According to some implementations, a mobile gaming devicemay be configured to provide safeguards that prevent the mobile gaming devicefrom being used by an unauthorized person. For example, some mobile gaming devicesmay include one or more biometric sensors and may be configured to receive input via the biometric sensor(s) to verify the identity of an authorized patron. Some mobile gaming devicesmay be configured to function only within a predetermined or configurable area, such as a casino gaming area.
2 FIG.C 2 FIG.C 2 FIG.C 264 264 264 417 417 264 264 264 264 266 a b c a b a b is a diagram that shows examples of components of a system for providing online gaming according to some aspects of the present disclosure. As with other figures presented in this disclosure, the numbers, types and arrangements of gaming devices shown inare merely shown by way of example. In this example, various gaming devices, including but not limited to end user devices (EUDs),andare capable of communication via one or more networks. The networksmay, for example, include one or more cellular telephone networks, the Internet, etc. In this example, the EUDsandare mobile devices: according to this example the EUDis a tablet device and the EUDis a smart phone. In this implementation, the EUD 264c is a laptop computer that is located within a residenceat the time depicted in. Accordingly, in this example the hardware of EUDs is not specifically configured for online gaming, although each EUD is configured with software for online gaming. For example, each EUD may be configured with a web browser. Other implementations may include other types of EUD, some of which may be specifically configured for online gaming.
276 417 276 417 272 278 280 276 282 284 286 284 282 284 417 284 284 276 276 a a a a a a a a 2 FIG.C In this example, a gaming data centerincludes various devices that are configured to provide online wagering games via the networks. The gaming data centeris capable of communication with the networksvia the gateway. In this example, switchesand routersare configured to provide network connectivity for devices of the gaming data center, including storage devices, serversand one or more workstations. The serversmay, for example, be configured to provide access to a library of games for online gameplay. In some examples, code for executing at least some of the games may initially be stored on one or more of the storage devices. The code may be subsequently loaded onto a serverafter selection by a player via an EUD and communication of that selection from the EUD via the networks. The serveronto which code for the selected game has been loaded may provide the game according to selections made by a player and indicated via the player’s EUD. In other examples, code for executing at least some of the games may initially be stored on one or more of the servers. Although only one gaming data centeris shown in, some implementations may include multiple gaming data centers.
270 417 270 284 282 286 270 274 274 270 b b b a c In this example, a financial institution data centeris also configured for communication via the networks. Here, the financial institution data centerincludes servers, storage devices, and one or more workstations. According to this example, the financial institution data centeris configured to maintain financial accounts, such as checking accounts, savings accounts, loan accounts, etc. In some implementations one or more of the authorized users–may maintain at least one financial account with the financial institution that is serviced via the financial institution data center.
276 284 284 284 270 284 a a a a According to some implementations, the gaming data centermay be configured to provide online wagering games in which money may be won or lost. According to some such implementations, one or more of the serversmay be configured to monitor player credit balances, which may be expressed in game credits, in currency units, or in any other appropriate manner. In some implementations, the server(s)may be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player’s “cash in” selections, wagering game results and a player’s “cash out” instructions. According to some such implementations, the server(s)may be configured to electronically credit or debit the account of a player that is maintained by a financial institution, e.g., an account that is maintained via the financial institution data center. The server(s)may, in some examples, be configured to maintain an audit record of such transactions.
276 270 276 270 276 270 276 In some alternative implementations, the gaming data centermay be configured to provide online wagering games for which credits may not be exchanged for cash or the equivalent. In some such examples, players may purchase game credits for online gameplay, but may not “cash out” for monetary credit after a gaming session. Moreover, although the financial institution data centerand the gaming data centerinclude their own servers and storage devices in this example, in some examples the financial institution data centerand/or the gaming data centermay use offsite “cloud-based” servers and/or storage devices. In some alternative examples, the financial institution data centerand/or the gaming data centermay rely entirely on cloud-based servers.
276 264 264 274 274 282 284 282 284 276 a c One or more types of devices in the gaming data center(or elsewhere) may be capable of executing middleware, e.g., for data management and/or device communication. Authentication information, player tracking information, etc., including but not limited to information obtained by EUDsand/or other information regarding authorized users of EUDs(including but not limited to the authorized users–), may be stored on storage devicesand/or servers. Other game-related information and/or software, such as information and/or software relating to leaderboards, players currently playing a game, game themes, game-related promotions, game competitions, etc., also may be stored on storage devicesand/or servers. In some implementations, some such game-related software may be available as “apps” and may be downloadable (e.g., from the gaming data center) by authorized users.
276 264 276 In some examples, authorized users and/or entities (such as representatives of gaming regulatory authorities) may obtain gaming-related information via the gaming data center. One or more other devices (such EUDsor devices of the gaming data center) may act as intermediaries for such data feeds. Such devices may, for example, be capable of applying data filtering algorithms, executing data summary and/or analysis software, etc. In some implementations, data filtering, summary and/or analysis software may be available as “apps” and downloadable by authorized users.
3 FIG. 3 FIG. 1 2 FIGS.and 1 FIG. 300 302 302 314 314 316 320 302 300 104 104 200 300 106 illustrates, in block diagram form, an implementation of a game processing architecturethat implements a game processing pipeline for the play of a game in accordance with various implementations described herein. As shown in, the gaming processing pipeline starts with having a UI systemreceive one or more player inputs for the game instance. Based on the player input(s), the UI systemgenerates and sends one or more RNG calls to a game processing backend system. Game processing backend systemthen processes the RNG calls with RNG engineto generate one or more RNG outcomes. The RNG outcomes are then sent to the RNG conversion engineto generate one or more game outcomes for the UI systemto display to a player. The game processing architecturecan implement the game processing pipeline using a gaming device, such as gaming devicesA-X andshown in, respectively. Alternatively, portions of the gaming processing architecturecan implement the game processing pipeline using a gaming device and one or more remote gaming devices, such as central determination gaming system servershown in.
302 302 304 308 312 304 308 312 306 306 310 310 3 FIG. The UI systemincludes one or more UIs that a player can interact with. The UI systemcould include one or more gameplay UIs, one or more bonus gameplay UIs, and one or more multiplayer UIs, where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, gameplay UI, bonus gameplay UI, and the multiplayer UImay utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present gameplay to a player. Usingas an example, the different UI elements are shown as gameplay UI elementsA-N and bonus gameplay UI elementsA-N.
304 306 306 302 308 310 310 306 306 310 310 306 306 310 310 The gameplay UIrepresents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the gameplay UI elementsA-N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI systemcould transition out of the base game to one or more bonus games. The bonus gameplay UIrepresents a UI that utilizes bonus gameplay UI elementsA-N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the gameplay UI elementA-N are similar to the bonus gameplay UI elementsA-N. In other implementations, the gameplay UI elementA-N can differ from the bonus gameplay UI elementsA-N.
3 FIG. 3 FIG. 302 312 312 316 312 312 also illustrates that UI systemcould include a multiplayer UIpurposed for gameplay that differs or is separate from the typical base game. For example, multiplayer UIcould be set up to receive player inputs and/or presents gameplay information relating to a tournament mode. When a gaming device transitions from a primary game mode that presents the base game to a tournament mode, a single gaming device is linked and synchronized to other gaming devices to generate a tournament outcome. For example, multiple RNG enginescorresponding to each gaming device could be collectively linked to determine a tournament outcome. To enhance a player’s gaming experience, tournament mode can modify and synchronize sound, music, reel spin speed, and/or other operations of the gaming devices according to the tournament gameplay. After tournament gameplay ends, operators can switch back the gaming device from tournament mode to a primary game mode to present the base game. Althoughdoes not explicitly depict that multiplayer UIincludes UI elements, multiplayer UIcould also include one or more multiplayer UI elements.
302 314 302 316 318 319 319 318 212 244 318 318 212 318 244 319 319 319 319 319 319 2 FIG.A 2 FIG.A 2 FIG.A Based on the player inputs, the UI systemcould generate RNG calls to a game processing backend system. As an example, the UI systemcould use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG enginecould utilize gaming RNGand/or non-gaming RNGsA-N. Gaming RNGcould corresponds to RNGor hardware RNGshown in. As previously discussed with reference to, gaming RNGoften performs specialized and non-generic operations that comply with regulatory and/or game requirements. For example, because of regulation requirements, gaming RNGcould correspond to RNGby being a cryptographic RNG or pseudorandom number generator (PRNG) (e.g., Fortuna PRNG) that securely produces random numbers for one or more game features. To securely generate random numbers, gaming RNGcould collect random data from various sources of entropy, such as from an operating system (OS) and/or a hardware RNG (e.g., hardware RNGshown in). Alternatively, non-gaming RNGsA-N may not be cryptographically secure and/or be computationally less expensive. Non-gaming RNGsA-N can, thus, be used to generate outcomes for non-gaming purposes. As an example, non-gaming RNGsA-N can generate random numbers for generating random messages that appear on the gaming device.
320 316 302 320 210 320 212 320 322 322 320 2 FIG.A The RNG conversion engineprocesses each RNG outcome from RNG engineand converts the RNG outcome to a UI outcome that is feedback to the UI system. With reference to, RNG conversion enginecorresponds to RNG conversion engineused for gameplay. As previously described, RNG conversion enginetranslates the RNG outcome from the RNGto a game outcome presented to a player. RNG conversion engineutilizes one or more lookup tablesA-N to regulate a prize payout amount for each RNG outcome and how often the gaming device pays out the derived prize payout amounts. In one example, the RNG conversion enginecould utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. In this example, the mapping between the RNG outcome and the game outcome controls the frequency in hitting certain prize payout amounts. Different lookup tables could be utilized depending on the different game modes, for example, a base game versus a bonus game.
314 302 302 306 306 304 310 310 308 After generating the UI outcome, the game processing backend systemsends the UI outcome to the UI system. Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI systemupdates one or more gameplay UI elementsA-N, such as symbols, for the gameplay UI. In another example, if the UI outcome is for a bonus game, the UI system could update one or more bonus gameplay UI elementsA-N (e.g., symbols) for the bonus gameplay UI. In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline.
4 8 FIGS.- show exemplary views of a process of purchasing at least one ticket to participate in a game. In non-limiting examples, the game is configured as a class II type game. It is understood that the game can be any class II style game including, but not limited to, bingo games, historic horse racing, non-banked card games (e.g., 5-card stud poker), and/or any other suitable, alternative randomness generators for providing game results, as discussed herein. In other non-limiting examples, the game can be configured as a class III type game based on RNG, as discussed herein.
11 12 FIGS.and 20 21 FIGS.and Games discussed herein include electronic games that are played, engaged, transferred, and/or otherwise interacted with on personal electronic devices including, but not limited to, mobile phones, tablets, laptop computers, desktop computers, or the like. Purchased game tickets, which initiate the games, can be purchased or accessed by players or users in various locations and/or directly on personal electronic devices, as discussed herein. Moreover, the electronic games discussed herein can be presented to the player or user in various forms and/or with a multitude of visual content. For example, the electronic games are presented as digital “scratch-offs” (see,), a bingo card associated with a bingo drawing (see,), a plurality of spinnable game reels, a spinnable prize wheel, or other any other interactive visual depiction of a game of chance. Although capable of being displayed as any variety of playable games, it is understood that that in exemplary embodiments, the gameplay and/or the results of the electronic game discussed herein are based on class II style gaming, such as bingo-type games, historic horse racing results, non-banked card games, and/or other alternative randomness generators configured to generate and provide random outcomes or results for determining and/or defining winning prize values for the electronic games.
4 6 FIGS.- 6 FIG. 7 FIG. 400 400 402 402 404 404 400 404 400 404 400 400 400 400 In order to participate, interact, and/or play the game discussed herein, a user or player must purchase a game slip or ticket. In the exemplary embodiment shown in, a user or player(hereafter, “user”) visit a brick-and-mortar store(hereafter, “store”), such as a convenient store, a gas station, or the like, to purchase a gameplay ticket (see,). In the non-limiting example, the gameplay ticket can be purchased from a store attendant. At the time of purchase, attendantcan also verify that useris eligible to purchase gameplay tickets by, for example, checking and/or verifying user’s age. Attendantcan verify user’sage by inspecting and/or scanning an official government issued ID (e.g., license, passport). Alternatively, attendantcan scan a user specific QR code included in a gameplay app downloaded on a user’ssmart device or mobile device (see,). As discussed herein, the user specific QR code is only associated with userand is generated and/or associated with userafter userverifies personal information within the gameplay app and/or third-party identity verification services.
4 FIG. 5 FIG. 19 21 FIGS.- 402 400 406 408 408 410 400 412 412 412 406 406 418 470 Additionally, as shown in, storeincludes a gameplay monitor 406 specific to the game played by userand/or associated with the gameplay ticket.shows an exemplary embodiment of monitorand the game contentdisplayed thereon. Game contentcan include, for example, graphicsrepresenting each of the various class II type game titles offered to user(e.g., Lucky Ducky, Hot Red Ruby, Mr. Money Bags) as well as bingo ball call results. Bingo ball call resultsincludes live bingo results for a game currently being played, or alternatively, can be past results or randomly generated results displayed for visual effect. Moreover, bingo ball call resultsdisplayed on monitorcan be generated by alternative randomness generators, as discussed herein. Additionally in the exemplary embodiment, monitorcan display a jackpot valuefor a distinct, future game, as discussed herein (see,).
6 FIG. 6 FIG. 7 FIG. 400 420 404 420 400 400 400 408 400 400 420 420 422 424 426 428 400 422 420 400 402 420 424 420 420 424 400 422 422 400 424 Turning to, and subsequent to user verification, userpurchases and is provided a gameplay ticketfrom attendant. In exemplary embodiments, a single, gameplay ticketis provided to userregardless of the number of plays userpurchases and/or regardless of whether userpurchases plays for a single game title or multiple game titles (e.g., game content). That is, whether userpurchases a single play for a single game, multiple plays for a single game, a single play for multiple game titles, or multiple plays for multiple game titles, useris provided with a single, gameplay ticketupon purchase. As shown in, gameplay ticketincludes a bar code, a QR code, a total value or purchase cost, and a graphic(s)representing at least one of the game titles for games userpurchased in the transaction. As discussed herein, bar codeof gameplay ticketfacilitates user’sability to load, link, activate, and/or otherwise play the games purchased at storeand associated with gameplay ticketon a user’s electronic device (see,). Additionally, and as discussed herein, QR codeof gameplay ticketis used for verification purposes when paying out any awarded prizes, cash values, or the like, associated with gameplay ticket. Alternatively, QR codefacilitates user’sability to play the purchase games, while bar codeis used for verification purposes, as discussed herein. In another exemplary embodiment, bar codefacilitates user’sability to both play the purchased games as well as verify winnings and payouts, as discussed herein, while QR codecan be, for example, linked to a URL or a device app store for downloading an app to play the purchase games, as discussed herein.
420 400 422 424 420 400 430 420 400 430 422 424 420 420 430 430 7 FIG. In order to load, activate, interact, and/or play the purchased games associated with gameplay ticket, userscans bar code(and/or QR code) on gameplay ticket. In the exemplary embodiment shown in, userutilizes an electronic deviceto scan and/or interact with ticket. For example, userutilizes the camera on their mobile phone (e.g., electronic device) to capture an image of and/or scan bar code(and/or QR code) on gameplay ticketto load, activate, interact, and/or play the purchased games associated with gameplay ticket. Electronic devicecan be formed as any suitable personal electronic deviceincluding, but not limited to, a mobile phone, a tablet, a laptop computer, or the like.
422 424 420 430 400 422 424 432 430 400 432 430 434 400 420 436 420 432 420 8 FIG. 8 FIG. Subsequent to loading, activating, scanning, and/or capturing an image of bar code(and/or QR code) on gameplay ticket, electronic devicecan load and/or present the purchased games to user. In an exemplary embodiment shown in, scanning bar code(and/or QR code) opens an appon electronic deviceand presents or visually displays the purchased games to userthereon. As shown in, appincluded on electronic devicedisplays a notification banner or messageindicating to userhow many games have been “added” or are now playable (e.g., “10 games added!”) based on the purchase and scanning of gameplay ticket. Additionally, graphics or iconsof the purchase games associated with gameplay ticketare also displayed in appsubsequent to the scanning and/or interacting with gameplay ticket.
432 420 430 400 430 400 Although discussed herein as being presented on app, it is to be understood that the purchased games associated with gameplay ticketmay also be presented and/or displayed on a web browser of electronic device. In the non-limiting example where purchased games are presented on a web browser, usermay undergo an additional round of age verification (e.g., scroll down options) before the web browser of electronic devicedisplays and/or allows userto play or interact with the purchased games.
9 12 FIGS.- 430 400 420 show exemplary screenshots of electronic devicewhile userplays one of the purchased games using gameplay ticket. It is to be understood that similarly numbered and/or named components may function in a substantially similar fashion. Redundant explanation of these components has been omitted for clarity.
9 FIG. 10 FIG. 400 436 430 420 432 430 438 436 438 400 432 430 440 As shown in, usercan tap or touch icondisplayed on electronic deviceto interact, and more specifically begin playing one of the games purchased and associated with gameplay ticket. In exemplary embodiments, appincluded on electronic devicedisplays rules or game instructionssubsequent to the interaction with icon, as shown in. Game instructionslet userknow how to play the purchase games, and/or how to identify winning games. Additionally, appof electronic deviceincludes a play button, which when tapped or touched, triggers the displaying of the purchased game.
420 430 400 400 430 400 430 26 FIG. As discussed herein, purchased games associated with gameplay ticketand displayed and/or interacted with on electronic deviceare class II type games (e.g., bingo games, historical horse racing, non-banked card games, alternative randomness generators). As a result, and in order to determine whether useris a winner and/or the played game is awarded a prize or winning value, a ball call (e.g., game result) must be performed by the gaming system and/or server (see,) linked to the purchased game. The ball call results are then compared to a bingo card associated with the purchased game(s). In non-limiting examples, each purchased game includes a distinct bingo card, and each game requires a distinct ball call to determine if the purchased game played by useron electronic deviceis a winning game. In other non-limiting examples, each purchased game includes a distinct bingo card, which are compared to a single ball call to determine if the purchased game played by useron electronic deviceis a winning game. In additional non-limiting examples, each purchased game is associated with a single bingo card, and each game requires a distinct ball call to determine if the purchased game played is a winning game.
420 400 420 430 400 436 438 432 430 400 440 In an exemplary embodiment, bingo card(s) and/or ball calls associated with the purchased games are assigned and/or linked to the purchased games at the time gameplay ticketis purchased by user. In another non-limiting example, bingo card(s) and/or ball calls associated with the purchased games are assigned and/or linked to the purchased games at the time gameplay ticketis scanned by electronic device, or alternatively, when userengages iconsand game instructionsare displayed within appon electronic device, or when usertouches play button.
438 400 420 420 400 420 Furthermore, the ball calls or game results generated for the purchased games are generated in real-time at the time of purchase or when interacting with the purchased game (e.g., displaying game instructions). These game results may be referred to herein as “present game” results or “present ball calls.” In other non-limiting examples, ball calls or game results for the purchased games may include at least one previous or historic ball call stored on and/or recalled by the server or system for the purchased electronic games. When playing a class II type bingo game, ball calls cannot be generated if only a single player or user is playing that class II type game. Because the game of bingo requires at least two distinct players, multiple players, and/or multiple bingo cards are required in order to generate a ball call. In an exemplary embodiment, where useris the only player for class II type game associated with gameplay ticket(e.g., purchase gameplay ticketat 3:00 AM), instead of generating present ball calls, the server or system can compare the bingo card associated with user’spurchased games with at least one past or previously generated ball call. The previously generated ball call includes a game that had more than one player or user/bingo card. Comparing the bingo card associated with the purchased games to the previously generated ball call in turn determines if the purchased game played is a winning game. The previously generated ball call may be referred to herein as “past game” results or “past ball calls.” In other non-limiting examples, the server or system controlling the games associated gameplay ticketmay utilize past ball calls when, for example, the real-time or present ball calls are not available and/or unable to be generated (e.g., system maintenance, software updates, offline/network outage, etc.).
420 400 420 400 430 420 400 420 400 400 11 12 FIGS.and In some examples, and as discussed herein, the results of the games associated with gameplay ticketare predetermined, predefined, and/or delineated prior to userengaging with the game. As such, the terms “play” or “playing” with reference to the games associated with gameplay ticket(see,) may similarly refer to userinteracting with electronic deviceto “reveal” the results or outcome of the games. For example, where bingo card(s) and/or ball calls associated with the purchased games are assigned and/or linked to the purchased games at the time gameplay ticketis purchased by user, the result or outcome of the game are similarly determined at the time of purchase. However, the results or outcome of the games associated with gameplay ticketare hidden from useruntil userplays and/or interacts with the game to reveal these outcomes.
11 FIG. 10 FIG. 440 442 430 400 420 442 400 430 400 432 442 432 442 In the exemplary embodiment shown in, and subsequent to interacting with play button(see,), a digital scratch-off gameis displayed on electronic device. That is, when userengages and/or plays the purchased game(s) associated with gameplay ticket, digital scratch-off gameis displayed and/or presented to useron electronic device. In non-limiting examples where useris playing the game through app, digital scratch-off gameis displayed on electronic device 430 within app. In other non-limiting examples where purchased games are being displayed via a web browser, digital scratch-off gameis displayed directly through the web browser.
442 444 446 444 446 442 420 444 446 420 400 430 11 FIG. 11 FIG. Digital scratch-off gameincludes an identifiable winning number, as well as game or player numbers(e.g., “Your Numbers”). In the non-limiting example shown in, only a single number is included in winning number, while player numbersincludes five (5) distinct numbers (unscratched or not revealed in). However, it is to be understood that digital scratch-off gameassociated with gameplay ticketcan include any number of winning numbersand/or player numbers. Moreover, and as discussed herein, the game associated with gameplay ticketis not limited to a “scratch off” style game. Rather, the digital or electronic game presented to useron electronic devicecan include a bingo card and bingo ball call (e.g., present ball call or past ball call), a plurality of spinnable game reels, a spinnable prize wheel, or other any other interactive visual depiction of a game or game of chance. What is common among all these various game types is that the outcome is determined based on the game of bingo.
400 430 448 448 444 448 446 448 450 448 450 448 450 450 400 12 FIG. Usermay then “scratch” (e.g., tap or move finger over) electronic deviceto reveal symbols(e.g., numbers, icons) associated with the purchased game. For example, and as shown in, revealed symbolfor winning numberinclude and/or display “8”, and revealed symbolsfor player numbersinclude and/or display a game-associated icon, “5,” “7,” “9,” and “8.” Underneath the game associated icon and symbolincluding “8” are also prize values. More specifically, below symbolincluding the game-associated icon a “$20.00” prize valuesis shown, while below symbolincluding “8” a “$5.00” prize valuesis shown. Prize valuesindicate to userthat they have won.
12 FIG. 452 430 442 442 452 430 400 452 454 456 458 456 442 458 442 458 456 458 400 456 442 442 400 458 442 442 452 Additionally as shown ina prize banneris displayed and/or depicted on electronic device. More specifically, subsequent to the playing of digital scratch-off gameand determining digital scratch-off gameis a winning game, prize banneris visually displayed on electronic devicefor user. In the exemplary embodiment, prize bannerincludes a total winning prize value(e.g., $20.00 x 2 + $5.00), a bingo card pattern, and the ball call results. Bingo card patterncorresponds to the bingo card assigned and/or associated with digital scratch-off gameat the time of purchase/play, as discussed herein. Furthermore, ball call resultsis also the generated ball call that is assigned and/or associated with digital scratch-off gameat the time of purchase/play, as discussed herein. The ball call resultsmay be the present ball call or the past ball call. Additionally in non-limiting examples, bingo card patternand ball call resultsmay be interactive. That is, usercan tap or touch bingo card patternto see the bingo carded assigned to digital scratch-off game, as well as the winning pattern or patterns associated with the ball call results of digital scratch-off game(e.g., daubed pattern). Moreover, usercan tap or touch ball call resultsto see the bingo ball call results (e.g., present ball call, past ball call) generated and/or assigned to digital scratch-off game. In other non-limiting examples, the bingo ball call results (e.g., present ball call, past ball call) generated and/or assigned to digital scratch-off gamemay be directly displayed in or adjacent to prize banner.
13 14 FIGS.and 13 14 FIGS.and 14 FIG. 400 442 400 402 420 420 400 430 404 430 460 404 402 400 442 420 404 402 420 420 442 400 404 400 420 460 400 400 462 402 464 400 420 404 400 depict usercollecting their winnings from digital scratch-off game. In the exemplary embodiment, usercan return to store, or alternatively any participating location of the electronic games and/or places of business where gameplay ticketare sold and collect their winnings from the electronic games associated with gameplay ticket. As shown in, usercan present electronic deviceto attendantto for confirmation of winning. For example, electronic devicecan generate and/or display a bar code or QR codefor attendantof storeto scan (see,) to confirm that userhas won prize values from playing digital scratch-off gameassociated with gameplay ticket. Additionally, or alternatively, attendantof storecan re-scan gameplay ticketsubsequent to playing all the games associated with gameplay ticket(e.g., digital scratch-off game) to confirm useris a winner. Attendantmay also re-verify that usermeets age requirements for playing and winning games associated with gameplay ticketat the time of collection. Upon scanning QR code, re-verifying user’sage, and confirming the userhas won, a monitor or displayfor storecan display a total prize valueto be awarded to user. Additionally, or alternatively, physical gameplay ticketcan be collected and/or verified by attendantprior to providing userwith their winnings.
420 402 400 420 420 26 FIG. Although discussed herein as purchasing gameplay ticketat store, it is understood that usercan purchase gameplay ticketin other locations and/or by other means. For example, and as discussed herein, user 400 can purchase gameplay ticketat a participating gaming facility or casino (see,).
400 420 466 400 466 402 420 466 468 400 400 400 466 420 400 400 420 15 16 FIGS.and 15 FIG. 16 FIG. 7 14 FIGS.- Additionally, usermay purchase gameplay ticketfrom a kiosk, as shown in. That is, and as shown in exemplary embodiments, usercan interact and/or engage kiosklocated in a participating gaming facility or storeto purchase gameplay ticket. Kioskincludes a touch screenthat allows userto select from various class II type game titles offered to user(e.g., Lucky Ducky, Hot Red Ruby, Mr. Money Bags) as well as how many games (see,) the userwould like to purchase. Once the transaction is complete and finalized (e.g., purchase electronic games), kioskcan print gameplay ticket, as shown in, for user. Usermay then follow similar processes discussed herein with respect toto play and/or collect winnings from games associated with the purchased gameplay ticket.
400 432 400 432 430 442 432 420 400 432 430 400 420 400 442 430 17 FIG. 8 14 FIGS.- Additionally, usermay purchase games directly from app. As shown in, userinteracts with and/or engages appon electronic deviceand can purchase games such as digital scratch-off gamefrom app. In the non-limiting example, no physical ticket (e.g., gameplay ticket) is generated for user. Rather, the purchasing of electronic games directly from appcan instantaneously download and/or provide games on electronic device. Usermay then follow similar processes discussed herein with respect toto play and/or collect winnings from games associated with the purchased gameplay ticket. Alternatively, usermay also purchase games (e.g., digital scratch-off game) on a web browser on electronic device, and play the purchased games as similarly discussed herein.
432 442 400 420 430 432 400 400 400 Appand/or web browser may provide electronic gamesto useronly after identification and/or age verification steps are performed. For example, prior to being able to purchase games and/or scan gameplay ticketusing electronic device, apprequires userto input and confirm identification information including, but not limited to, name, age/birthdate, state of resident, and the like. Alternatively, usermay take a picture of their license and upload it to through third party verification software to confirm useris capable of playing the electronic games discussed herein.
400 400 400 466 470 442 470 420 470 420 470 470 470 420 18 FIG. 15 FIG. As discussed herein, usercan purchase gameplays for a variety of games. In exemplary embodiments, usercan purchase gameplays for future games as well. For example, and as shown in, useris using kioskto purchase a future game(e.g., “Jumbo Jackpot”) in addition to purchase digital scratch-off game(see,). Future gameis for a class II style game that will include results to be determined in the future or after the purchase of gameplay ticketincluding associated future game. In one example, gameplay ticketincluding associated future gamemay be purchased on a Monday morning, but the results for future gamemay not be determined until Friday evening. However, at the time of purchase (e.g., Monday morning), the bingo card associated with future gamemay be assigned and/or linked to gameplay ticket.
420 442 470 430 420 400 400 442 470 400 430 420 432 430 Purchased gameplay ticketcan include and/or link both digital scratch-off gameand future gameupon being scanned by electronic device. That is, a single gameplay ticketis printed for user, regardless of how many games userpurchased and/or regardless of what types of games (e.g., present or instant games (digital scratch-off game), future games) userpurchased. Additionally, when electronic devicescans gameplay ticket, all games purchased are linked, loaded, and/or otherwise recognized by appof electronic device.
420 466 432 400 466 430 404 400 432 420 400 400 432 404 400 432 420 400 400 432 Although discussed herein as purchasing gameplay ticketsfrom kioskand/or directly within app, it is understood that usercan purchase games using any other suitable devices and/or method. In exemplary embodiments, digital tickets and/or games can be purchased by scanning an independent QR code not associated with kioskand/or electronic device. In other exemplary embodiments, attendantcan scan a QR code associated and/or linked to player’saccount on appto link and/or associate a purchased gameplay ticketwith userand/or player’sapp. Similarly, attendantcan type in a player code associated and/or linked to player’saccount on appto link and/or associate a purchased gameplay ticketwith userand/or player’sapp.
19 20 FIGS.and 400 470 430 470 430 432 400 470 470 472 400 430 470 430 474 472 470 470 470 are exemplary embodiments of userplaying future gameson electronic device. That is, and prior to the future time for drawings and/or results of future game, electronic deviceand/or appmay provide userwith a notification that future gamewill be played soon. In the non-limiting example shown, future gameincludes an actual bingo game including a ball call resultsdisplayed on user’sdistinct electronic deviceA. Future gamedisplayed on electronic deviceincludes the assigned bingo card, that is configured to update live based on the ball call resultsof actual bingo game forming future game. As discussed herein, although future gameis played at a predetermined, time in the future, future gameis a class II style game and/or follows class II style gaming rules.
20 FIG. 400 470 430 474 470 400 4 470 476 430 474 470 400 466 404 402 470 As shown in, userplaying future gameis identified as a winner on electronic device. For example, assigned bingo cardfor future gameshows userhas hit a “corners” pattern, and as a result won future game. A prize valueis also displayed on electronic device, under assigned bingo card, at the conclusion of future game. As similarly discussed herein, usercan return to kioskand/or attendantat storeto collect their winnings upon verification of future game(and age verification).
466 404 402 400 400 420 432 478 400 432 430 21 FIG. Alternative to collecting prize values from kioskand/or attendantat store, usercan also transfer winnings to digital wallets and/or casino-based loyalty cards or clubs. For example, and as shown in, usercan transfer prize values and/or winnings from various electronic games associated with gameplay ticketand/or appand transfer the values to a casino-based loyalty wallet. In other non-limiting examples, usercan transfer funds or prize values directly to a bank account or other financial institution that may be linked to appon electronic device.
22 FIG. 430 400 442 442 420 432 400 442 432 430 480 400 442 480 442 432 400 442 432 442 442 400 shows an exemplary screenshot of electronic devicewhere useris initiating the transfer of digital scratch-off gamesto another person. That is, and subsequent to purchasing digital scratch-off game(e.g., purchase gameplay ticket, directly in app), usermay also transfer digital scratch-off gameto another person (e.g., gift). In the non-limiting example, appon electronic deviceprovides an input notificationto allow userto provide contact information (e.g., email, phone number) of another person or player they wish transfer digital scratch-off game. After entering the contact information in input notification, digital scratch-off gameare transferred to the designated or receiving user or player. The receiving player may also have an electronic device including appand may have undergone the necessary verification processes as discussed herein. In this example, once transferred from user, the receiving player’s app may instantaneously load digital scratch-off gamethereon. In other non-limiting examples, whether receiving player has appor is attempting to play digital scratch-off gameon a web browser, the receiving player may be required to verify their age and/or location prior to being able to play digital scratch-off gametransferred by user.
442 442 420 400 442 442 400 442 436 438 440 432 430 As similarly discussed herein, bingo card(s) and/or ball calls associated with transferred, digital scratch-off gameare assigned and/or linked to digital scratch-off gameat the time gameplay ticketis purchased by user. In another non-limiting example, bingo card(s) and/or ball calls associated with digital scratch-off gameare assigned and/or linked to digital scratch-off gameat the time when usertransfers digital scratch-off gameto a receiving player, or when the receiving player engages iconsand game instructions, and/or play buttondisplayed within appon electronic device.
442 470 Although discussed herein as being bingo based and/or bingo centric, it is to be understood that the results for electronic games (e.g., digital scratch-off game, future game) played by users can be determined using any suitable, alternative randomness generators for providing game results. That is, the results of electronic game can be determined by alternative randomness generators, where the results are compared to predetermined or predefined values for each electronic game. In non-limiting examples, the alternative randomness generators can maintain operational requirements for the electronic games to meet either class II type gaming or alternatively class III type gaming.
23 FIG. 4 22 FIGS.- 500 is a flow diagram showing an exemplary method and/or methodof playing various electronic games using electronic device and/or apps, as discussed herein with respect to.
502 9 12 FIGS.- In process, a user purchases a gameplay ticket for instant games. For example, a user can enter a participating gas station, brick-and-mortar store, and/or find a kiosk to purchase a gameplay ticket associated with an instant, real-time, and/or present game (e.g., scratch-off game of). In exemplary embodiments, the user can purchase five (5) instant games associated with a single, gameplay ticket from an attendant at a participating gas station.
504 512 504 In process, a user can scan a code on the purchased gameplay ticket to launch and/or play the purchased instant game purchased. In exemplary embodiments, the code can include a bar code or a QR code printed on the gameplay ticket purchased by the user. Additionally, a user can use any suitable electronic device, such as a smart phone or tablet, to scan, and subsequently launch the instant game associated with the purchased gameplay ticket. In some examples where the user has downloaded an app associated with the purchased gameplay ticket (e.g., process), the scanning of the code in processlaunches the app and/or loads the purchased instant games into the app. In other examples where the user does not own the app and/or the app is not loaded onto the electronic device used to scan the code, the instant game is loaded in a common app on the electronic device, for example a web browser.
506 In process, the user plays and/or interacts with instant game associated with the purchased gameplay ticket to reveal the instant game outcome. More specifically, the user can interact with instant game using the electronic device to play and/or reveal an outcome for the instant game.
508 506 In response to determining the instant game is a winner, a credit, cash, and/or prize value is awarded to the user. In process, the user can collect the prize value awarded in and/or by the instant games. In exemplary embodiments, the user can be awarded $10.00 as a result of revealing the outcomes of the purchased and played instant games. The user can return to the gas station, for example, or any other participating location to collect the prize value awarded by the instant games. In another non-limiting example, the player can load or save the winnings in a gameplay app or a digital wallet linked to a bank account using the electronic device used to play the instant game (e.g., process).
510 508 506 In process, the user can take the awarded or collected prize value from the instant game and purchase an additional gameplay ticket and/or additional games. In an exemplary embodiment, the user purchases a gameplay ticket including five (5) tickets or plays for a future game. In the example where the user returns to the gas station to collect their prize value (e.g., process), the user can purchase a separate or distinct gameplay ticket from the attendant at the gas station. Alternatively, the user can purchase the five (5) tickets or plays of the future game using the electronic device and/or the app (e.g., in-app purchase) in which the user utilized to play the instant games (e.g., process).
512 512 In process, the user receives a notification including information regarding the future game. For example, subsequent to purchasing the five (5) plays for a future game on the electronic device, the app and/or the electronic device may be provided with a notification notifying the user that the future game will be played on a future date and/or future time (e.g., “Thursday, 5:00 PM EST”). Moreover, the notification in processcan also identify where winning tickets and/or gameplays for the future game can be redeemed (e.g., participating stores, in-app redemption).
514 502 508 510 In process, the user can download an app relating to and/or associated with the purchased gameplay tickets and/or the instant/future games. That is, and where the user does not already have the app downloaded when playing the instant game (e.g., processes-), the user can subsequently download the app to the electronic device utilized to play the instant game and/or purchase the future game plays or tickets. Additionally by downloading the app, the user is eligible to earn loyalty and/or rewards points based on, for example, large purchases, constant purchases, and/or promotional offers based on app use. Additionally, or concurrently to downloading the app, the purchased games or plays for the future game (e.g., process) can be linked to the downloaded app and/or the user’s account established in the app. In an exemplary embodiment, the app can link the purchased games for the future game using information or data from and/or stored on the electronic device used to purchase the future games. In other exemplary embodiments where the user purchases distinct gameplay ticket, the user can scan a code (bar code, QR code) on the purchased gameplay ticket after downloading the app. Once scanned, the app can link the purchased games for the future games to the user’s account based on the scanning of the code.
516 In process, the outcome of the future game can be played and/or revealed. The outcome of the future game is revealed at the future, predetermined time (e.g., “Thursday, 5:00 PM EST”). Using the app and/or the electronic device, the user can watch, play, and/or reveal the outcome in real-time. For example, where the future game is a live bingo game or event, the user can watch the live ball call on the app/electronic device. Where the user is a winner of the future game, the app and/or electronic device can provide the user with a notification including a prize value to be awarded.
518 518 In process, and in response to determining the future game is a winner, a credit, cash, and/or prize value is awarded to the user. In process, the user can collect the prize value awarded in and/or by the future game. In exemplary embodiments, the user can be awarded $50.00 as a result of revealing the outcomes of the purchased and played future game. The user can return to the gas station, for example, or any other participating location to collect the prize value awarded by the instant games. In other exemplary embodiments, the player can load or save the winnings in a gameplay app or a digital wallet linked to a bank account using the electronic device.
520 In process, the user can schedule future purchases of gameplay ticket(s). In exemplary embodiments, the user can opt to sign-up and/or schedule to buy five (5) gameplay tickets on a weekly basis using the app and/or the electronic device. As such, and so long as certain conditions are met (e.g., location of the user), gameplay tickets can be purchased and linked to the user’s app on a weekly basis until the user opts out and/or changes the frequency in which gameplay tickets are purchased.
522 In process, and as a result of playing games and/or using the app, the user can also receive promotional offers. In exemplary embodiments, the user can receive promotional offers within the app and/or on the electronic device, and be provided a notification relating to such promotional offers. In one example, the user can receive a promotional offer including a “2-for-1” instant game deal, where the purchase of a single play of the instant game results in the providing and/or ability to play two instant games.
502 522 500 508 518 Although discussed in a certain order, it is understood that at least a portion of the processes-of the methoddiscussed herein can be performed in distinct orders and/or concurrently to one another. For example, the user can wait to redeem or collect the prize values associated with the instant game(s) and/or future games (e.g., processes,) at any time subsequent to the playing of the games and/or the revealing of the respective outcomes.
502 522 500 502 510 508 518 506 516 514 522 24 27 FIGS.- Additionally, and as discussed herein, certain processes-of methodcan be restricted based on characteristics of the user. For example, and as discussed herein, gameplay tickets may only be purchased (e.g., processes,), prize values may only be collected (e.g., processes,), and/or game outcomes may only be revealed (e.g., processes,) when a user is located in a predetermined geolocation or area (e.g., participating tribal lands). Additionally, other processes, such as downloading the app (e.g., process) and/or receiving promotional offerings (e.g., process) can take place and/or occur at any time and/or without any restrictions based on characteristics of the user (e.g., geolocation). Additionally exemplary embodiments are discussed in detail herein with respect to the environment shown in.
24 FIG. 4 23 FIGS.- 1000 shows an exemplary schematic view of an environmentthat implements the electronic games and gameplays discussed herein with respect to. It is to be understood that similarly numbered and/or named components may function in a substantially similar fashion. Redundant explanation of these components has been omitted for clarity.
24 FIG. 1000 400 400 430 430 402 1000 1002 1002 1004 1004 1002 1004 442 470 1004 1002 1002 1004 As shown in, environmentincludes multiple usersA-C and associated electronic devicesA-C as well as store. Additionally, environmentincludes a gaming facility or casino(hereafter, “casino”), and computing system and/or server(hereafter, “server”) in communication with casino. Serverincludes any suitable computing device, computing system, and/or computing server(s) that is configured to operate electronic games (e.g., digital scratch-off game, future game) as discussed herein. Additionally, serveris in communication with and/or included within casino, as casinorepresents the responsible party or entity for controlling operation and/or monitoring the electronic games run by server.
1000 1006 1002 1006 1002 1002 1004 1006 1002 400 400 1008 1006 1000 420 420 400 400 402 1006 1002 466 1002 402 1006 404 1008 1006 420 432 430 430 420 24 FIG. Environmentalso includes a predefined geofencesubstantially surrounding casino. That is, and as shown in, geofencedefines an area surrounding casino, and other buildings or locations adjacent casino, in which electronic games provided by servermay be played, purchased, and/or collected. In a non-limiting example, geofencemay be configurable to define an area of tribal land that includes casinoowned and operated by a designated tribe of the area. In non-limiting example, usersA,B and/or players located in houseA within geofenceof environmentmay be allowed and/or authorized to purchase gameplay tickets, as well as play, transfer, and collect on games associated with gameplay ticket. As discussed herein, userA,B may collect prize values from participating locations including storelocated within predefined geofence, directly from casino, and/or a kiosk(not shown) located in casinoor store, and/or within geofence. Alternatively, userC and/or players located housesB located outside of geofencemay be prevented from at least one of purchasing gameplay ticketvia appon electronic deviceC, playing games on electronic deviceC, collecting prize values from games associated with gameplay ticket 420, and/or transferring gameplay ticketto another player or user.
1004 1002 1006 432 430 430 400 400 1006 400 400 430 430 1004 400 400 Serverand/or telecommunication systems included within casinomay define geofencearea. Additionally in non-limiting examples, appand/or electronic devicesA-C has geolocation features (e.g., GPS tracking) enabled during use operation to monitor and/or determine if userA-C is located within predefined geofence. As discussed herein, the location of usersA-C and/or electronic deviceA-C used to play the electronic games administered by servermay affect and/or determine what actions, if any, userA-C can take while attempting to purchase, play, transfer, and/or collect on the electronic games.
400 400 1000 1004 400 400 1006 400 400 1008 420 442 470 420 1006 404 1008 1006 420 432 430 430 420 420 1006 420 As discussed herein, actions which usersA-C can take relating to electronic games played within environmentand/or controlled by serverare dependent, at least in part, on usersA-C location with respect to geofence. For example, usersA,B and/or players in houseA can purchase gameplay ticket, play electronic games (e.g., digital scratch-off game, future game) associated with gameplay ticket, collect awarded prizes from the electronic games, transfer funds to bank accounts and/or casino loyal-club programs, and transfer electronic games to other users also located within geofence. Alternatively, userC and/or players in housesB located outside of geofencemay be prevented from at least one of purchasing gameplay ticketvia appon electronic deviceC, playing games on electronic deviceC, collecting prize values from games associated with gameplay ticket, and/or transferring gameplay ticketto another player or user. Additionally, stores outside of geofence(not shown) are not participating stores in the electronic games discussed herein, and therefore cannot sell gameplay ticket.
1004 1006 400 1006 442 470 420 1006 400 1006 432 In other non-limiting examples, at least some of the actions relating to the electronic games controlled by servercan be performed outside of geofence. For example, userA located in geofencemay be permitted to transfer electronic games (e.g., digital scratch-off game, future game) associated with gameplay ticketto any receiving user, regardless of whether the receiving user is located within geofenceor not. In the non-limiting example, it is required, however, that userA be located within geofencewhen transferring the electronic games via app, as discussed herein.
400 1006 420 420 1006 400 420 420 1006 1006 Moreover, userC located outside of geofencemay not be permitted to purchase gameplay ticketbut may be permitted to play the electronic games associated with gameplay ticketoutside of geofence. In this example, userC may have previously purchased gameplay ticket(and subsequently scanned gameplay ticket) while located within geofence, but then left geofencearea before playing the electronic games.
400 420 420 1006 1006 400 420 1006 Alternatively, userC who may not be permitted to purchase gameplay ticketor play the electronic games associated with gameplay ticketoutside of geofencemay be permitted to transfer awarded prize values while outside of geofence. The transferrable prize values may have been previously won by userC while playing electronic games associated with gameplay ticketwhile located within geofence.
400 442 470 432 400 1006 400 1006 400 1006 In another example, userC may only be permitted to transfer the electronic games (e.g., digital scratch-off game, future game) using appto another user when userC is outside geofence. In one example, the receiving user (e.g., userA) must be located within geofenceto receive the electronic games. In another example, userC can transfer the electronic games to a receiving user regardless of whether the receiving user is located within geofenceor not.
420 400 1006 400 1006 400 1006 400 1006 Additionally, when it comes to transferring awarded prize values and/or electronic games associated with gameplay ticket, location of each party or user may determine what transfers are permissible. For example, userA located within geofencemay be permitted to transfer electronic games to userC who is positioned outside of geofence. However, userC located outside of geofencemay not be permitted to transfer electronic games to userA who is positioned inside of geofence.
25 FIG. 1000 1004 1000 1002 1002 1002 1002 1006 1002 1002 1004 1002 1002 402 1004 400 1006 420 1002 1002 402 432 430 1004 1002 1002 1004 1002 1002 is an illustrative example of another environmentin which electronic games controlled by serverare played. In the non-limiting example, environmentincludes two distinct casinosA,B. Each of the two distinct casinosA,B are positioned within a single geofence. Additionally, each of the two distinct casinosA,B are in electronic communication with server. As such, both casinosA,B, as well as store, are participants of the electronic games controlled by server. As such, userA located within geofencecan purchase gameplay ticketfrom either casinoA,B, as well as storeand/or on appfor electronic deviceA. Furthermore, any jackpot included in the electronic games controlled by servermay be progressive jackpots as a result of both casinosA,B being connected to serverand/or both casinosA,B participating in the electronic gaming discussed herein.
400 400 420 1004 442 1006 400 1002 1002 1002 1004 Additionally in the non-limiting example, userA is free to perform distinct actions relating to the electronic games in different, participating locations. For example, userA can purchase gameplay ticketat first casinoA, and subsequently play the electronic games (e.g., digital scratch-off game) anywhere within geofence. UserA can subsequently collect prize values awarded by the electronic games from second casinoB. In this example, casinosA,B may partner and/or share information and funds only relating to the electronic games controlled by server.
1002 1002 1004 400 1002 1002 1006 1004 1002 1002 400 1006 400 420 1002 1002 420 400 1006 In other non-limiting examples where more than one casinoA,B participate in the electronic games controlled by server, a central or third party entity may be solely responsible for paying winning users. That is, in addition to casinosA,B, a third party entity (not shown) located within geofencemay also be in electronic communication with server. The third party entity may collect funds from each of casinosA,B relating to the electronic games discussed herein, and also may be solely responsible for providing awarded prize values to userslocated within geofence. As such, userA may purchase gameplay ticketat either casinosA,B, and may subsequently play the electronic games associated with gameplay ticket. However, in the non-limiting example, userA may only collect the award prize values from playing the electronic games from the third party entity within geofence.
400 400 400 400 1002 1002 400 400 Additionally, or alternatively, the third party entity may be responsible for payouts and/or awarding prize values to playersA-C over a predetermined amount. That is, playersA-C winning prize values below a predetermined threshold may collect the awarded prize values from either casinoA,B, or the third party entity. However, playersA-C wining prize values equal to or over the predetermined threshold may only be able to collect the awarded prize value from the third party entity.
1002 1002 1006 1002 1002 1006 1002 1002 In exemplary embodiments, casinosA,B located within geofenceare owned and/or operated by distinct operators, companies, and/or business entities. In another example, casinosA,B located within shared geofencemay be owned and/or operated by the same operator, company, and/or business entity. As discussed herein, the progressive jackpot is shared and/or contributed to by each of the distinct casinosA,B regardless of ownership.
26 FIG. 25 FIG. 1000 1004 1000 1002 1002 1006 1006 1006 1002 1004 1006 1002 1000 1002 1002 1004 1002 1002 402 1006 1004 is an illustrative example of an additional environmentin which electronic games controlled by serverare played. As shown, environmentincludes two distinct casinosA,B; each positioned within distinct geofencesA,B. That is, first geofenceA includes first casinoA (and server), while second, distinct geofenceB includes second casinoB. Similar to environmentshown in, each of the two distinct casinosA,B are in electronic communication with server. As such, both casinosA,B, as well as storelocated in first geofenceA, are participants of the electronic games controlled by server.
1006 1006 1000 1004 400 400 1006 1006 400 420 1002 402 1006 1006 1006 1006 1002 402 1002 400 1006 420 1002 1006 1006 1002 400 420 400 1006 1006 400 1006 Distinct geofencesA,B of environmentmay determine which actions relating to the electronic gaming controlled by serverare permissible by usersA,B within each geofenceA,B. For example, it may be permissible for userA to purchase gameplay ticketin casinoA or store, and subsequently play in either geofenceA,B, transfer electronic games to users within either geofenceA,B, and/or collect awarded prize values in casinoA, store, and/or casinoB. However, userB located within second geofenceB may be permitted to purchase gameplay ticketin casinoB, but only permitted to play when located within geofenceB, transfer electronic games to users within geofenceB, and/or collect awarded prize values in casinoB. Furthermore, userA may be permitted to transfer the electronic games associated with the purchased, gameplay ticketto userC outside of both geofencesA,B, while userB can only transfer electronic games to users located within geofenceB.
25 FIG. 1004 1002 1002 1004 1002 1002 1002 1002 1004 420 400 Similar to the non-limiting example discussed herein with respect to, any jackpot included in the electronic games controlled by servermay be progressive jackpots as a result of both casinosA,B being connected to serverand/or both casinosA,B participating in the electronic gaming discussed herein. Furthermore, where more than one casinoA,B participates in the electronic games controlled by server, a central or third party entity (not shown) may be solely responsible for receiving funds from purchased gameplay ticketsand/or paying winning users.
1006 1006 1002 1002 1006 1006 1002 1002 1006 1006 1002 1002 In exemplary embodiments, geofencesA,B may define two distinct tribal lands, wherein casinosA,B are owned and/or operated by distinct operators, companies, and/or business entities. In the exemplary embodiments, each tribal land including geofencesA,B are either located in the same state or region or can be located in distinct states or regions of a country (e.g., distinct states of the United States). In yet another example, casinosA,B located within distinct geofencesA,B may be owned and/or operated by the same operator, company, and/or business entity. As discussed herein, the progressive jackpot is shared and/or contributed to by each of the distinct casinosA,B regardless of location and/or ownership.
27 FIG. 27 FIG. 1000 1004 1006 1002 1004 400 1006 1006 1004 is another illustrative example of environmentin which electronic games controlled by serverare played. In the non-limiting example, geofencesubstantially surrounds casinoA and server. Additionally, userA may be located within geofence. As discussed herein, geofenceofmay define tribal land in which electronic games controlled by servermay be played.
1002 1002 400 420 1006 CasinoB is not surrounded by any geofence and may include a casino or gaming facility in a distinct area where all gaming is permitted. For example, casinoB may be located in Las Vegas, NV or within the country of Monaco. With distinct gaming laws and/or regulations, usersB located within the country of Monaco may be able purchase gameplay ticket, play associated electronic games, collect awarded prize values, and/or transfer awarded prize values/ electronic games free of the limitations imposed by geofence, as similarly discussed herein.
1002 1002 1002 1002 1000 1002 1002 1002 1002 27 FIG. As discussed herein, casinosA,B are located within distinct areas and/or states of the United States. In exemplary embodiments, casinosA,B of environmentshown inare owned and/or operated by distinct operators, companies, and/or business entities. In another example, casinosA,B may be owned and/or operated by the same operator, company, and/or business entity. As discussed herein, the progressive jackpot is shared and/or contributed to by each of the distinct casinosA,B regardless of ownership.
400 1008 1002 1002 400 400 1002 400 420 1006 400 400 1006 400 1006 400 1006 400 400 Additionally, userC may live in housein another distinct area or jurisdiction than casinosA,B. For example, userC may live in Madrid, Spain. Based on local laws and regulations, and similar to userB visiting casinoB, userC located in Spain may be permitted to purchase gameplay ticket, play associated electronic games, collect awarded prize values, and/or transfer awarded prize values/ electronic games free of the limitations imposed by geofence, as similarly discussed herein. Moreover, in non-limiting examples, usersB,C outside of geofencemay be permitted to transfer electronic games to one another but may not be permitted to transfer electronic games to userA located within geofence. The converse may be truth as well, where userA is permitted to only transfer electronic games to other users located within geofencebut may not be permitted to transfer electronic games to usersB,C.
1004 1000 1002 1002 1004 1002 1002 400 1000 420 400 27 FIG. 27 FIG. As discussed herein, the jackpot included in the electronic games controlled by serverfor environmentshown inmay be a progressive, global jackpot. The global jackpot is based on both casinosA,B being connected to serverand/or both casinosA,B participating in the electronic gaming, as well as user’sC ability to play electronic games in their home country. Furthermore, and as similarly discussed herein, a central or third party entity (not shown) of environmentshown inmay be solely responsible for receiving funds from purchased gameplay ticketsand/or paying winning users.
27 FIG. 1002 1002 400 400 400 1006 1002 400 1002 400 400 400 400 400 400 400 Additionally, it is understood that jackpots discussed herein, for example, include Omnichannel Wide Area Progressive (WAP) jackpots. For example, the progressive, global jackpot discussed herein with reference tois a WAP jackpot where all participating locations (e.g., casinoA,B) and/or players (e.g., userA,C) all contribute toward and/or are all playing for a single jackpot. Moreover, a variety of types of games at each of the locations and/or played by each of players contribute and/or participate in the progressive jackpot. For example, userA within geofencecan play a class II type game at casinoA, as similarly discussed herein, while userB can play a glass III type game at casinoB, and userC can play a land-based and/or online (e.g., electronic) game type. In the exemplary embodiment, each of userA,B,C are participating, contributing, and/or vying for the progressive jackpot shared between the locations/players, regardless of the type of games they are playing – so long as playersA,B,C are playing participating games.
400 400 1004 400 400 1006 400 400 Although various examples of actions permissible and impermissible for usersA-C with respect to the electronic games controlled by serverare discussed herein, it is to be understood that any combination of actions may be permissible/impermissible based on the location of usersA-C with respect to geofence(s). What actions may be permissible/impermissible for usersA-C may be dependent upon, at least in part, tribal laws, state laws, and/or federal laws governing gaming, prize awards, and/or bank/money transfers.
28 FIG. 24 28 FIGS.- 2800 2800 1004 1000 is a flowchart illustrating an exemplary methodfor electronic gaming using geofencing and electronic gameplay tickets. Methodmay be performed, for example, by serveroperating within environment(shown in.
2800 2802 1004 Methodmay include generating (block) one or more electronic gameplay tickets associated with an electronic game. Each of the one or more electronic gameplay tickets includes a specific, predefined data structure and may be associated with and/or include a randomly determined outcome. The outcome associated with each of the electronic gameplay tickets may be determined using any of the random determination methods described herein. For example, in some embodiments, servermay determine the randomly determined outcome for each electronic gameplay ticket by assigning a respective electronic bingo card to each of the electronic gameplay tickets and comparing the electronic bingo card assigned to each of the electronic gameplay tickets to a randomly generated ball call.
2800 430 1006 2804 Methodmay further include, in response to determining that a first device (e.g., a mobile device such as electronic device) is located within at least one geofence (e.g., geofence), enabling (block) the first device to request at least a first ticket of the one or more electronic gameplay tickets. In certain embodiments, geolocation data (e.g., GPS data) generated by sensors of and received from the first device may be used to monitor a location of the first device and determine whether the first device is currently within the geofence. In some embodiments, if the first device is located within the geofence, the first ticket may be electronically purchased directly using the first device (e.g., via an app executing on the first device. Additionally, or alternatively, a point of sale device within the geofence may be used to print a physical ticket associated with the first ticket and, the first ticket may be transferred to the first device in response to the first device scanning the physical ticket. In cases in which the point of sale device is associated with a particular casino and/or tribal jurisdiction, the geofence may be determined based on the casino associated with the point of sale device.
2800 2806 1004 Methodmay further include, in response to the request, transmitting (block) at least one of the one or more electronic gameplay tickets to the first device, wherein the first ticket, when received by the first device, enables the first device to reveal the randomly determined outcome associated with the first ticket. In some cases, the randomly determined outcome is not initially presented, and is only revealed in response to user input and/or satisfaction of other predetermined conditions, such as a certain amount of time elapsing. For example, in some embodiments, servercauses the randomly determined outcomes associated with all the electronic tickets of a particular electronic game to be revealed substantially simultaneously. In some embodiments, the first ticket enables the first device to reveal the randomly determined outcome when the first device is located within the geofence or outside the geofence. Alternatively, the first ticket may enable the first device to reveal the randomly determined outcome only when the first device is located within the geofence.
2800 2808 2810 Methodmay further include, in response to detecting that the randomly determined outcome associated with the first ticket has been revealed by the first device, identifying (block) an award amount associated with the randomly determined outcome and transferring (block) the award amount to a credit balance associated with the first device. In some embodiments, the award amount may be transferred to the credit balance associated with the first device when the first device is located within the at least one geofence or outside the at least one geofence. Alternatively, the award amount may be transferred to the credit balance associated with the first device when the first device is outcome only when the first device is located within the at least one geofence.
In certain embodiments, the first ticket is configured to be transferred from the first device to a second device. Once transferred, the first ticket enables the second device to reveal the randomly determined outcome associated with the first ticket, and any awards associated with this outcome may be transferred to a credit balance associated with the second device. In some embodiments, the first ticket may be configured to be transferable from the first device to the second device when either of the first device and the second device are located within the at least one geofence or outside the at least one geofence. Alternatively, the first ticket may be configured to be transferable from the first device to the second device only when both the first device and the second device are located within the at least one geofence.
While the disclosure has been described with respect to the figures, it will be appreciated that many modifications and changes may be made by those skilled in the art without departing from the spirit of the disclosure. Any variation and derivation from the above description and figures are included in the scope of the present disclosure as defined by the claims.
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April 23, 2026
September 10, 2026
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